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Diablo 2: Hell Unleashed - Page 5

Forum Index > General Games
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KiWiKaKi
Profile Joined February 2010
Canada691 Posts
December 22 2010 16:56 GMT
#81
cool i wanna play
ur pro or ur noob , thats life
Corr
Profile Joined January 2009
Denmark796 Posts
December 22 2010 16:59 GMT
#82
Everyone: Post your accountname here if you want aid organizing something. I'll add them in the OP. Even if you haven't made your account yet it should be available as all accounts get wiped at the reset.
Alventenie
Profile Joined July 2007
United States2147 Posts
December 22 2010 17:00 GMT
#83
My account name will be Alventenie
valaki
Profile Joined June 2009
Hungary2476 Posts
December 22 2010 17:01 GMT
#84
what is the server address btw? how can I add it?
ggaemo fan
Corr
Profile Joined January 2009
Denmark796 Posts
Last Edited: 2010-12-22 17:12:20
December 22 2010 17:11 GMT
#85
Corr wrote:
There's a HU.reg file with the mod which adds the gateway when you run it, unless you have some kind of obscure AV that removed it. (...)


The address is bnetd.arimyth.com

It should be automatically when you install the mod using D2ModSetup.bat, read the instructions
Vharox
Profile Blog Joined June 2004
United States1037 Posts
December 22 2010 17:28 GMT
#86
Account name: Vharon
Infenwe
Profile Joined September 2009
Denmark170 Posts
December 22 2010 17:43 GMT
#87
For a good single player D2 mod I recommend Median XL (as has already been mentioned) or Eastern Sun. Oh the countless hours I've wasted away in that last mod...
close the world - txen eht nepo
ToxNub
Profile Joined June 2010
Canada805 Posts
December 22 2010 17:51 GMT
#88
I'm pretty interested in this...

Can you comment at all about rune drop %? I noticed that uniques drop much more often, but let's face it, the only way anyone made a good runeword in the original was by botting/duping or getting them from people who did.
Corr
Profile Joined January 2009
Denmark796 Posts
December 22 2010 17:57 GMT
#89
On December 23 2010 02:51 ToxNub wrote:
I'm pretty interested in this...

Can you comment at all about rune drop %? I noticed that uniques drop much more often, but let's face it, the only way anyone made a good runeword in the original was by botting/duping or getting them from people who did.


The rune drops are pretty well balanced. I think they're a tad more common than they should be in fact.
Alventenie
Profile Joined July 2007
United States2147 Posts
December 22 2010 18:01 GMT
#90
Rune drops when i played were pretty common. Since the mod also scales drops based on players in the game, it was much easier to see runes drop when you had 8 people in the game rather than 3 or 4.
ToxNub
Profile Joined June 2010
Canada805 Posts
December 22 2010 18:17 GMT
#91
Very cool. One last question... can anyone comment on immunities? I know that in vanilla the way they balanced the difficulty of the game was basically making half the shit you fight immune to everything you can do. Does this mod follow the same principle or is difficulty expanded along other lines? More specifically, are monster resist % (particularly on immunes) significantly higher than their maxs in original? Are there any new ways to break immunity?
valaki
Profile Joined June 2009
Hungary2476 Posts
December 22 2010 18:17 GMT
#92
Please someone update the OP with bold text if the patch comes out.
ggaemo fan
Alventenie
Profile Joined July 2007
United States2147 Posts
December 22 2010 18:22 GMT
#93
On December 23 2010 03:17 ToxNub wrote:
Very cool. One last question... can anyone comment on immunities? I know that in vanilla the way they balanced the difficulty of the game was basically making half the shit you fight immune to everything you can do. Does this mod follow the same principle or is difficulty expanded along other lines? More specifically, are monster resist % (particularly on immunes) significantly higher than their maxs in original? Are there any new ways to break immunity?



Immunities over all are not seen until later into the game. However there are unique mobs throughout the game that are immune to stuff (like the council members in act 3 have changed, not to really spoil anything but each one is immune to a different element (ie phys/magic/fire)). When i played myself i didn't really notice anything insane for immunities, but the game is designed around 4-6 players, so unless you are all going cold sorcs you shouldn't have a huge problem. With the increased in difficulty, you'll be in normal and NM a lot longer, so you'll have time to fix up infinity or have a pally with conviction by the time you reach any number of immune mobs.
Anuzi
Profile Blog Joined October 2010
192 Posts
Last Edited: 2010-12-22 19:22:10
December 22 2010 19:08 GMT
#94
My account name will be Zan (EU). Think I'll make myself a healerdin ;D
valaki
Profile Joined June 2009
Hungary2476 Posts
December 22 2010 19:15 GMT
#95
Valaki - EU
ggaemo fan
Slardar
Profile Joined April 2010
Canada7596 Posts
December 22 2010 19:27 GMT
#96
Look's pretty awesome, I started playing Median Mod actually a few weeks ago. That one is pretty wicked.
SiZ.FaNtAsY
Profile Blog Joined January 2007
Korea (South)1497 Posts
December 22 2010 19:53 GMT
#97
How do you play without cd key?
Karma is a bitch
EEhantiming
Profile Joined August 2010
Canada519 Posts
December 22 2010 19:59 GMT
#98
account *jcancest (US)

is it possible to play in window mode??
peachsncream
Profile Joined April 2010
United States289 Posts
December 22 2010 20:00 GMT
#99
how do you change it to patch 1.10 after you download http://files.arimyth.com/HU/LoD_110.rar
I Micro I Micro - PLZLEAVEDUCK
lxginverse
Profile Joined May 2008
Monaco1506 Posts
December 22 2010 20:06 GMT
#100
^ run the patch?

Account Name - inverselxg
fromis_9 enjoyer
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